precision mediump float;
//precision highp float;
varying vec2 v_texcoord;
uniform sampler2D texture;
uniform float alpha;
#include?BLUR_FILTER  "parts/BlurFilter_ps_uniform.glsl";
#include?COLOR_FILTER "parts/ColorFilter_ps_uniform.glsl";
#include?GLOW_FILTER "parts/GlowFilter_ps_uniform.glsl";
#include?COLOR_ADD "parts/ColorAdd_ps_uniform.glsl";

void main() {
   vec4 color= texture2D(texture, v_texcoord);
   color.a*=alpha;
   gl_FragColor=color;
   #include?COLOR_ADD "parts/ColorAdd_ps_logic.glsl";   
   #include?BLUR_FILTER  "parts/BlurFilter_ps_logic.glsl";
   #include?COLOR_FILTER "parts/ColorFilter_ps_logic.glsl";
   #include?GLOW_FILTER "parts/GlowFilter_ps_logic.glsl";
}